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polyfrag

Member Since 20 Mar 2003
Offline Last Active Yesterday, 10:21 PM

DMD 'Ware > Next step: more realistic numbers

Posted polyfrag on 28 April 2015 - 04:04 AM



The next step for the economic sim is using more realistic values and timescales; using actual units of measure for all the resources, inputs, and outputs, and what would be expected for a building/apparatus of such a size. Farm tiles (crop fields) will...

DMD 'Ware > States, Firms, & Households Release

Posted polyfrag on 18 April 2015 - 04:03 PM

I'm releasing on Desura on May 17th.

http://www.desura.com/games/corporation-states-ii

Check it out if you've been following my economic RTS project. The best part is multiplayer and I hope there will be a big enough turnout of players, or at least some people play with friends. You can read how to play on the given page.

Also there's more information...

DMD 'Ware > Flickering

Posted polyfrag on 10 April 2015 - 12:20 AM

Hello devs. I tested multiplayer with somebody but it appears there's flickering of the game world in play mode. I tested it on my laptop and on a 2007 computer and didn't notice anything. I don't know if this is actual or if the other person just went off the map or something. Can somebody try this exe and say if you have flickering?

https://dl.dropboxu...

DMD 'Ware > Isometric balance

Posted polyfrag on 25 March 2015 - 01:38 PM

Much work later, I achieved a balance that can continue indefinitely, breaking my previous record of 79+ hours, this time without any adjustments or intervention. What does this mean? This means I have a self-stabilizing economic system. The natural mechanic of this is population control. As jobs are more plentiful, income rate goes up, and population inc...

DMD 'Ware > Economy RTS exploration

Posted polyfrag on 05 February 2015 - 04:42 PM



DMD 'Ware > Return Clockwork

Posted polyfrag on 30 November 2014 - 03:01 PM

My economy works! So far I've run it 79+ hours, adjusting and saving here and there. I've fixed bugs that prevented it from continuing longer, in pathfinding and corner cases. Right now I need to do the networking. In the future I also need a modeller and ideas for refinery, gas station etc. My model editor is made for working with 10x10 meter areas and p...

DMD 'Ware > Zombie MO

Posted polyfrag on 11 September 2014 - 12:15 AM

'nuf said.

https://dl.dropboxusercontent.com/u/109630018/temp/pathogenb/aaa000/soffr.png
https://dl.dropboxusercontent.com/u/109630018/temp/pathogenb/aaa000/sofout.png https://dl.dropboxusercontent.com/u/109630018/temp/pathogenb/aaa000/winout.png

DMD 'Ware > New tech

Posted polyfrag on 18 August 2014 - 01:07 AM


I finally got it running at real-time speeds.



Now it's possible to do lots of things. Like a "breakout"-type game. Or making underground bunkers, digging coal, building destruction, etc. Imagine "Cortex Command" but in 3D.


DMD 'Ware > Some results

Posted polyfrag on 13 August 2014 - 12:43 PM

Working on economics. AI, to be specific. Competition now works using an inverse utility function and profit maximization.

Profit maximization is: given a set of "demand points", each with quantity demanded and maximum acceptable price, adjust the price level such that the maximum profit (revenue, actually, so far) is attained. A lower price might captur...

DMD 'Ware > Agent-based economic modelling

Posted polyfrag on 18 July 2014 - 03:48 AM

I don't know whether I'm more interested in economic modelling or making games. I tried to start on an article of my economic model.


-------

In recent years, agent-based economic modeling has been getting more attention in popular journals.
In an August 2009 opinion article in Nature journal titled, "The economy needs agent-based modelling" says, "In t...

DMD 'Ware > 2D conundrum

Posted polyfrag on 15 July 2014 - 01:58 AM

I've been working on the project with my open source buddy and I've started on the economics side of things.

https://github.com/polyf/corpstatesc

But my partner's graphics card is fried and he's running on integrated now. I spent the last 2-3 days getting the isometric version running.

https://github.com/polyf/corpstatesd

It runs at 60 FPS on my mom...

DMD 'Ware > Much faster now

Posted polyfrag on 06 July 2014 - 06:47 AM

I've not given up on 3D. The game now runs at 300-500 FPS here thanks to:

- getting rid of several hundred units
- getting rid of shadows and bump mapping
- using VBO
- frustum culling everything
- simplifying the unit models

Maybe now I can do something useful on the gameplay.

I also had an idea. This type of game might be particularly suited for AI-a...

DMD 'Ware > Pixel-perfect orthography

Posted polyfrag on 03 July 2014 - 11:37 AM

Some open source linux enthusiast person has been helping me with my project.

https://github.com/polyf/corpstatesc/commits/master

Thanks to his final nudge, the RTS runs on linux now.

https://dl.dropboxusercontent.com/u/109630018/temp/corpstatesc/aaa/018/1403285019287.png

Though it's very slow on his Core 2 Duo, mid-range NVidia setup, though he run...

DMD 'Ware > 65,535 characters on one texture

Posted polyfrag on 20 June 2014 - 03:04 AM

Among other things I did, I packed the first 65,535 unicode characters on a single 4096x4096 bitmap font texture. It took 3 hours.


https://dl.dropboxusercontent.com/u/109630018/temp/corpstatesc/aaa/017/2014-06-11%2007-20-38.jpg

https://dl.dropboxusercontent.com/u/109630018/temp/corpstatesc/aaa/017/2014-06-13%2009-58-35.jpg

https://dl.dropboxusercont...



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